Solo Whist
Officially Solo Whist (English Solo)
Late-Victorian British 4-player trick-taking card game — each player bids for a solo or partnership contract from 5 options (Prop-and-Cop, Solo, Misère, Abundance, Abundance-in-Trumps); pub + club staple 1890s-1950s.
What is Solo Whist?
Solo Whist (usually just 'Solo') is a British 4-player trick-taking card game developed from Whist in the 1890s, combining elements of bridge and Napoleon. Each of 4 players is dealt 13 cards from a standard deck. Bidding is complex — a hierarchy of 5-6 possible contracts: PROP-AND-COP (partnership with another player to take 8 of 13 tricks), SOLO (take 5 of 13 tricks alone), MISÈRE (take zero tricks alone), ABUNDANCE (take 9 of 13 tricks alone with player-chosen trump), ABUNDANCE-IN-TRUMPS (take 9 with dealer's trump), and OPEN MISÈRE (take zero tricks with hand exposed). Highest bidder plays contract; success wins from all opponents, failure loses. Solo Whist dominated British pub + working men's club culture 1890s-1950s and remains actively played across UK + Ireland + Commonwealth. Slightly more strategic than Napoleon due to 13-card hands (full deck use) + 5+ contract options.
Quick facts
Category
Card Games
Type
Individual
Players
4–4
Duration
~30 min
Where played
indoor
Country of origin
🇬🇧 United Kingdom
Estimated origin
Developed 1890s Britain from Whist; peak popularity 1900-1955; regional variants developed 1920s+
Olympic
No
Popularity
regional
How it works
Objective
Meet or exceed declared bid contract to win stakes from all opponents; fail = pay penalty.
Match structure
Series of hands. Each: deal 13 cards → bid → contract player declares trump (if applicable) + plays contract vs. all → resolve stakes.
Rules
Basic rules
Deal 13 cards to each player
Full 52-card deck; 13 per player.
Bidding phase (ascending contracts)
Bids in ascending order: Pass < Prop < Solo < Misère < Abundance < Abundance-in-Trumps < Open Misère (or Slam).
Winning bidder plays contract
Highest bidder plays contract; other 3 players oppose unified except in Prop-and-Cop where bidder partners with 'Cop' player.
Follow suit if possible
Standard trick-taking; highest trump/highest card of led suit wins.
13 tricks played
13 tricks per hand; count towards contract requirement.
Meet contract = win stakes
Contract player wins stakes from 3 opponents (or opponent from partnership); failure = pay penalty × 3.
Advanced rules
Prop-and-Cop partnership
Bidder proposes → any other player accepts as 'Cop' partner → they combine for 8-trick target; win stakes from other 2.
Misère
Zero tricks with any hand; failure = 1 trick loss = -1 stakes × 3.
Abundance = 9 tricks + own trump
9 of 13 tricks with player-chosen trump suit.
Abundance-in-Trumps
9 tricks with hearts as trump (some rulesets).
Open Misère
Zero tricks with hand exposed face-up; most extreme bid.
Slam / Grand Solo
Take all 13 tricks; pays 10× stakes.
Scoring
Cash stakes (or chips) collected from/paid to opponents based on contract multiplier.
| Action | Points |
|---|---|
| Prop-and-Cop met (8 tricks) | Partners collect 2 chips from each opponent |
| Solo met (5 tricks) | Collect 3 chips from each opponent |
| Misère met (0 tricks) | Collect 4 chips from each |
| Abundance met (9 tricks) | Collect 6 chips from each |
| Open Misère met (0 tricks with hand shown) | Collect 12 chips from each |
| Slam (13 tricks) | Collect 25+ chips from each |
| Contract failed | Pay contract stake × 3 opponents |
Win condition · Highest cumulative winnings after agreed number of hands.
Equipment
Standard 52-card deck
Full deck; suits + ranks A-K used.
Score pad or chip pile
Track cumulative winnings across hands.
Positions & roles
Player (any of 4 seats)
×4Everyone equal; bidder plays solo (or with 'Cop' partner) vs. others.
Officiating
Casual pub game; no formal officiating.
- Self-refereed (pub + club)
Penalties & fouls
Penalties
Renege (failure to follow suit)
Immediate hand loss + potential contract penalty.
Illegal bid
Disqualified; next player.
Strategies
Contract choice by hand strength
Weak hand + long suit → Prop; medium hand → Solo; strong long suit + high cards → Abundance; hand with all low cards → Misère.
Prop-and-Cop partnership signaling
'Prop' shows moderate strength wanting partner; 'Cop' accepts if their hand complements; bid reveals partial info.
Trump selection for Abundance
Choose your longest + highest-suit; 4+ cards including aces/kings is minimum.
Misère defense against opponent
When opponent bids Misère, force them to take a trick — lead low cards + force them high.
Card counting
With 13 cards each, track suits + rank distribution to predict opponent hands.
Terminology
- Prop-and-Cop
- Partnership contract (8 tricks); bidder 'proposes' + partner 'copes'.
- Solo
- 5-trick solo bid.
- Misère
- Zero-trick bid (no trump).
- Abundance
- 9-trick bid with player-chosen trump.
- Open Misère
- Zero-trick bid with hand exposed.
- Slam
- 13-trick bid (take everything).
- Trump
- Suit that overrides non-trump cards in tricks.
Major competitions
Pub-league Solo Whist tournaments
seasonal · UK · since 1920
British Legion Solo Championship
annual · UK · since 1955
Various regional working men's club competitions
annual · Northern England, Wales, Ireland · since 1900
Where it is played
Governing bodies
No governing body — folk pub game
Founded 1890 · N/A
Famous names & records
Famous athletes
- Folk pub game — no famous professional players
- Featured prominently in Victorian + Edwardian British literature as social context
Records
Peak popularity
Solo Whist — Dominant British pub card game 1900-1955 alongside Napoleon (1930)
Bridge ancestor
Solo Whist — Together with Bridge Whist + Auction Whist, Solo Whist evolved into modern Contract Bridge in 1920s (1920)
Learn this sport
beginner
- 1
Learn Whist first (partnership no-bid trick-taking)
Foundation for Solo Whist; teaches trick-taking + trump structure.
- 2
Play with British pub + club regulars
Northern England, Wales, Ireland pubs still have active Solo Whist tables.
- 3
Start with Prop-and-Cop bids only
Partnership contracts are safest for beginners; master these before Solo/Abundance.
advanced
- 1
Learn all 5-6 contract tiers
Full contract vocabulary + hand valuation for each tier takes months of practice.
- 2
Compete in pub + Legion tournaments
British Legion Halls host winter Solo Whist tournaments across UK.
Frequently asked
How is Solo Whist different from Bridge?+
Solo Whist is bridge's direct ancestor — same 4-player, 13-card, trick-taking + trump structure, but with SIMPLER bidding (5-6 contracts vs. bridge's complex tier hierarchy) and mostly SOLO play (vs. bridge's fixed partnership). Bridge evolved from Solo Whist + Bridge Whist + Auction Whist in the 1920s-30s. Solo is faster + more casual; bridge is more strategically deep.
How is Solo Whist different from Napoleon?+
Both are British bidding trick-taking games. Napoleon uses 5-card hands with 3-6 players + simple bidding (3, 4, 5 tricks). Solo Whist uses 13-card hands with 4 players + complex contract bidding (5+ options including Prop-and-Cop partnership, Solo, Misère, Abundance, Open Misère, Slam). Solo is more strategic; Napoleon is faster.
Is Solo Whist still played today?+
Yes — remains active in British + Irish pubs + working men's clubs, especially in Northern England, Yorkshire, Ireland, Wales, and among older generations. Displaced from its 1930s peak by bridge + modern card games. Australia + New Zealand + Canada also have surviving Solo scenes.
Sources & provenance
- Wikipedia — Solo Whist— Wikipedia
- Pagat.com — Solo Whist— Pagat